The peninsula within The Forest is densely populated with a variety of different animals many of which will become critical in your continued survival and search of Timmy. Hunting certain animals will yield unique resources needed to construct buildings while others provide food to stave off hunger. However, do keep in mind that if you are seeking the vegan achievement then killing any animal will make your efforts completely null. This guide explains the benefits of hunting each animal as well as their risks.
I have divided the animals from The Forest into three tiers depending on their relevance. Tier 1 animals are of utmost importance, and almost any successful playthrough will require you to hunt these. Tier 2 animals are relevant to the game, but it is not necessary for you to hunt these. Tier 3 animals are negligible, and in some cases, you may not even notice that they exist.
The deer is one of the most abundant animal species in the game and can be found in virtually all areas of the peninsula; it yields 4 meat when killed as well as deerskin. Deerskin is used when crafting a few different items, notably the waterskin, as well as the construction of a few decorative buildings. The deer’s primary usage is the meat it yields, and if hunted as a primary food source you may end up with several extra dear skins to be placed around a base as decoration.
The rabbit is one of the most abundant animal species in the game and can be found in virtually all areas of the peninsula; it yields rabbit skin when killed as well as rabbit meat. The rabbit’s skin is used when crafting a large variety of items as well as some buildings. The rabbit’s skin is extremely valuable, and many items require you to have it. The rabbit is unique, however, in that it is the only animal that can be captured and bred. If done correctly a successful rabbit farm can provide unlimited food as well as unlimited access to rabbit fur.
A rabbit in a trap
The Turtle/Tortoise is quite common on the peninsula and can be found near all sources of water excluding ponds; it yields 1 meat (tortoise), 2 meat (turtle), and 1 turtle shell when killed. The turtle shell is a must-have item for surviving the forest as it is necessary for the creation of the rain collector. Turtles can be found emerging from the ocean along the southern side of the map and can be killed with one hit to the head. Tortoises spawn throughout the map and can similarly be killed with one blow to the head.
The lizard is one of the most abundant animal species in the game and can be found in virtually all areas of the peninsula; it yields lizard skin when killed as well as lizard meat. Lizard skin is used in the creation of lizard and stealth armor. Lizard/stealth armor is a great early game item for players who have not yet obtained bone armor.
Birds are one of the most abundant animal species in the game and can be found in virtually all areas of the peninsula; it yields 1 small meat when killed as well as a few feathers. Feathers are an important item in the game required to make arrows, however, killing birds are not the only way to obtain feathers. After a player kills a bird he/she will generally only be able to obtain no more than 3 feathers. In contrast, a birdhouse will provide an unlimited supply of feathers and does not require the player to go out and actively hunt. Additionally, the small meat obtained from killing birds cannot be dried and must be cooked over a fire. There is a unique animation in which a bird can sometimes be seen landing on the player’s hand if the player is idle.
A bird landing on hand animation
The goose is a somewhat uncommon animal species and can only be found near lakes, specifically goose lake; it yields 2 meat when killed as well as a few feathers. Similarly to the bird, it is not worth it to hunt the goose as the feathers it yields can also be obtained through birdhouses.
Birdhouses are a much more efficient method of obtaining feathers
The boar is a somewhat uncommon animal in the game and can only be found in northern part of the peninsula; it yields 2 meat and 1 boar skin when killed. The boar skin is used in the creation of the warmsuit as well as the rock bag. Keep in mind that the boar is a hostile animal that travels in packs, if approached unprepared you may be killed.
Fish are common can be found in any water source around the peninsula; it gives 1 fish meat when killed. Fish can easily be killed using a spear at any of the numerous ponds scattered around the peninsula. As a food source hunting fish in ponds is one of the most effective methods, however, it has no product other than meat which makes deer hunting a more favorable option.
The shark is a rare animal and only spawns far offshore in the deeper parts of the ocean; killing it yields nothing. The shark an extremely hostile animal that if encountered should always be run from. A single hit from the shark will reduce the player’s health to half regardless of the armor worn and due to the deep waters player most often have no method of fighting back. The only way to kill a shark is to use a boat, however, even after killing it you will be unable to obtain a shark head as those only come from dead beached sharks. If the shark is killed in an attempt to make a certain area of the sea safe the shark will respawn the next day. The shark is an extremely dangerous hazard within The Forest and should be avoided.
The crocodile is a rare animal that only spawns on the northern area of the river; it yields 4 lizard skin and 4 meat when killed. The crocodile is a hostile animal that will attack the player when approached but it can be easily killed. The armor that it gives can give a player a boost in the early game when dealing with cannibals.
Bats are a common animal within the forest, they can be found in every cave and will sleep along the roof. Killing them gives you nothing.
The oyster is a rare animal and can be found in some parts of the ocean. Interacting with an oyster will allow you to pick it up and store it in your inventory, however, it spoils at the same rate as other meats and there is no storage for them. It is ill-advised to go oyster collecting as they are not only hard to find but give you barely anything.
The raccoon is an extremely rare animal that only spawns in the central northern region of the map; killing it will give you 2 meat and 1 raccoon skin. Racoon skin is used in the creation of the warmsuit.
Squirrels are an uncommon animal found in all parts of the map; killing the squirrel will yield 1 small meat. Small meat cannot be dried or stored making it virtually useless. Hunting squirrels is ill-advised as they give very little.
Animals are a key part of The Forest and without them numerous items and structure cannot be built. This guide has hopefully allowed you to identify which animals to hunt and how to hunt them.
I’ve loved The Forest when I’ve played it in the past. I first took a look in 2014, finding it limited but a lot of fun. I then went back in 2015 to discover it was hugely improved and far more involved. I even videoed half an hour of my inept ambling. I have been back since then, but not written any more, but it’s probably close to two years since I really dug into it. Now it’s out in a final version, I’m surprised how little has changed in the last three years, but also pleased to find the same mix of survivor and terror. Not quite so pleased to discover so many of the classic bugs are still there.
The opening sequence is now really fantastic. The core idea – opening on an aeroplane, some kid sat next to you, before suddenly everything starts shaking and you realise you’re crashing – that was always good. But it’s been made hugely more detailed since, and it’s been made far more clear that the kid sat next to you is yours, not only because he’s holding your arm at the start, but more importantly by the way you protect him, holding him into his seat when things start getting bad. (Although not enough to put his seat belt on…) You later wake up on the aeroplane aisle to see a mostly naked man lifting your child up in his arms and walking off the plane. Black out again, and now you’re on your own. There’s an axe, there’s some food, and there’s a forest to start surviving in.
Survival remains ridiculously easy. You are the most gifted of MacGyver types, able to whittle together a small condominium out of logs and string of an afternoon, and still have time to roast up some komodo dragon. It’s completely farcical just how elaborately you can build, and honestly, that’s one of my favourite things about the game. If you’re looking for a survival sim about desperately scraping your way through with scarce resources, then you are more than catered for by the market – The Forest is for something else. And it’s for fear.
Right, here be spoilers for the very early game, which has been on sale and featuring such moments for over three years.
What the game has always done well, and continues to, is to drip-drip-drip in the notion of threat beyond simply needing to stay alive. There’s that rather obvious moment of the dude stealing your son, but after that the first thing you’ll see are some extremely gruesome heads on spikes scattered about the landscape. Explore further and you might see some crude shelters, and any question that you’re alone is gone. But best of all is how you first encounter the humanoid threats: the first time you see them, they’re nervous of you. They scamper around you, tentatively dashing forward, then sprinting back. They seem vulnerable, nervous, and you can allow yourself the moment to wonder if perhaps they could be won over? Before you remember all those heads on spikes.
Except now, in this version, when they came for their attack that night I was able to nonchalantly chop them all with my axe and then get on with my work. Three years ago their arrival, spurred on by that initial meeting, meant the game’s terror – the inevitable failure in combat, and awakening in their gruesome underground tunnels – hit you hard and fast. At first I was pretty disappointed: oh no, had they nerfed it to the point where the best early moment is too easily avoidable? No, now things ramp up in a more interesting manner. This is now a much more delayed experience, and for a long while I was able to hold off their occasional invasions. And then the mutants came…
The Forest still gets all of this very right. Exploring the caves is a properly terrifying thing to do, with gruesome gore and dreadful mutant horrors to fight or avoid, along with the useful finds you’d hope for when taking such risks. It’s somewhat mitigated by the ability to save in any shelter, although there’s still plenty of room to go wrong. I’m writing this exact sentence having just lost a horrendous run of superb progress at the hands of a surprise mob attack when I knew full well I was pushing my luck poking around an enemy encampment for far, far too long. I justified it to myself by saying I was looking for a tent to save in, but really I was greedily looting.
And, like three years ago, I very much enjoy the stark contrast between outlandishly elaborate construction projects, hunting for the vast numbers of beasties to eat, and then going through the fear-factory of one of the game’s caves. And, like three years ago, I’m incredibly disappointed by just how buggy and unfinished so much of it feels.
These are elements that during early access you excuse, because hey, the game’s not finished. But now, in a release build, why on Earth do I have to literally circle my shelter before I can get it to pop up the correct icon to let me sleep? Why can I not see the missing ingredients for a half-built project unless I approach it from only one randomly assigned direction? Why does my axe swish impossibly through enemies and animals at random? Why do objects respawn all over the place And why is assigning items to hotkeys the most convoluted and entirely unexplained system imaginable?
Seriously, that last one deserves more detail. The game assigns the available hotkeys of 1 through 4 to the first four things you pick up. Which, because of what you can find on the plane, might be some pills, cans of soda, bottles of booze, and maybe a chew bar. Great. You don’t reassign them to what absolutely anybody on the planet would want – the axe, your crafted weapons, maybe a food stuff – in Options > Key Binding. Oh ho no. You don’t do it by opening the inventory, clicking/hovering on an item and pressing the button you want! Ha ha! No, what you have to do, with no instructions anywhere, is open your crafting mat screen, put your backpack (ostensibly holding all your items already) onto it, and then put the item you want to be assigned a hotkey next to it, right click to “combine” the two. This then produces a list of what’s currently assigned to hotkeys, but in a last-ditch effort to ensure it’s as unintuitive as possible, you can’t click on that list to reassign! No, now you must press the number key. And to be clear, there’s nothing – nothing – in the game that even fractionally implies that any of this would be something that could even work, let alone be the only possible method.
It’s a massive pain in the arse, obviously, and a stupid fiddly way to assign keys, but it’s emblematic of a game that still so deeply feels like it’s in the early access it already languished in for over four years. The issue is, it’s just one of so many systems that are completely opaque and utterly uninteresting to discern.
For instance, I want to make arrows. Arrows require sticks (easy!) and feathers. And there are birds everywhere! No problem, right? Except, yes. I tried hitting them with an axe, built a slingshot to fling stones at them, saw them fallen on by corpses, and all I ever got is an insubstantial morsel of meat. Googling this, I of course found furious forum arguments rather than useful information, with years of threads filled with people similarly bemused. It turns out – and this is the sort of thing you could notice first time, or keep missing as I did – that the do drop feathers on death: they drop them upward. They go flying into the air, and you have to run around like a kid chasing after balloons, hammering at E in the hope of plucking one from the sky. Good grief it’s stupid.
So much else about the crafting feels clumsy. Put an item on your crafting mat (a menu screen), and a cog will appear. Hover over the cog with your mouse and potential recipes will pop up, in a dreadful list of words and icons. But say you’re making something enormously complicated, like a Warm Suit. For that you’ll need rabbit fur, deer skin, fish skins, rope and cloth. But put, say, rabbit fur and rope on the mat and it’ll decide you’re ready to make a Small Rock Bag, and refuse to show you the ingredient list any more. Bah. It’s a small detail, sure, but it’s one that’ll definitely piss you off at some point, and one that’s enormously frustrating to still find in a game that’s been in public development for so long.
So I go, back and forth, with The Forest. I really like it, I especially love how ridiculously pretty it is, the astounding level of detail that’s gone into the animal animations, the way the ground becomes slick when it rains, the fact that I can craft a disgusting club made of human body parts, teeth, broken glass and fire. I love chopping down trees, building furniture, the moments of utter wretched horror when you realise you’re walking through a soup of guts. But I am enormously frustrated that it still feels like it needs a dozen more updates and patches before I’d want to see a 1 before a decimal point on a version number.
It’s worth noting you can switch off the baddies, and just play a plain survival mode, but I suspect this would be stupidly easy and quickly dull. It’s also worth noting that I’ve never felt entirely comfortable with the rather old-world depiction of cannibal savages as your enemies, and for all the protestations that “maybe you’re the enemy”, I’m pretty sure I’m not the one who’s making grotesque effigies from human remains and tennis racquets, nor filling caves with the fetid remains of thousands of human corpses. I haven’t finished the optional story yet, and sure, it’ll probably turn out they’re the victims of terrible external experiments and the like, but it’s not ambiguous on what tropes the game draws.
Still, The Forest remains a huge achievement, and a survival horror game that somehow manages to keep those two elements surprisingly separate and yet let each impose upon the other in very interesting ways. I do wish it had been tidied and bug-fixed by now, but I can’t stop wanting to play despite it.
Oh, and why have I not mentioned that missing little boy? Because I forgot about him as quickly as the game does.
The Forest is out now on Windows for £15.49/$20/€16.79 via Steam
require (ie: it is now possible to make rabbit fur boots before the small rock bag ) With electrical tape you can now craft the new slingshot weapon type, which.
The Stone Axe is a melee weapon that can be crafted by the player. Sticks can be found strewn across the forest floor or can be acquired from cutting down small trees. Rocks can be found strewn across the forest floor and the beach. Rope can be found in cannibal villages, caves, and boats.
Ammunition for the bow, they can be lit on fire with your lighter. Feathers can be harvested from killed birds, be it in the forest or on the beach. Sticks are strewn on the forest floor and from lumbering small trees.
Used to launch arrows, good for hunting. You can find sticks on the forest floor and from cutting down small trees, cloth can be found in suitcases, and rope can be found in villages, caves, and boats. Or, you can craft rope with seven cloth.
A club is made with a stick and skull. You can make a skull by cooking a cannibal's head on a fire, or finding them scattered around in the caves and The Island.
May be painted and/or used as a weapon. Sticks are found strewn on the forest floor, and can be harvested from small trees. Cloth can be found in suitcases, on the beach and on cannibal "clotheslines."
May be painted and/or used as a weapon, but cannot be used in place of a normal rock in crafting.
Can be used as both a held weapon and a projectile.
Can be used as both a held weapon and a projectile.
Can be used as both a held weapon and a projectile.
These weapons need to be thrown in order to be effective.
Thrown at cannibals and similar to the bomb, it is surely a one hit kill and can kill multiple enemies with one throw. It will explode as soon as it comes in contact with the ground, although it will go through cannibals and structures. Both of the items required are found in suitcases and around the beach.
Bombs are throwable explosive devices. The coins are found near the plane and in suitcases as well as inside the cannibal camps/caves, most easily found on the beach (you can dig them up using a stick on the ground as well as throwable rocks). The circuit board is not rare and found near the plane and inside boxes at the beach (re-spawns after a short period of time) and also found in caves, villages, and campsites. Booze is found in the plane as well as on the beach, suitcases, caves and villages.
Can be thrown and similar to the bomb (it must be heavier as it does not travel as far when thrown); it is a one hit kill and can kill multiple enemies if they are close.
Like the name suggests, it sticks when it touches something after thrown. It can be used to cut down a small amount of trees, but is also more useful in killing groups of enemies.
Adds 20% protection from the cold as well as increasing stealth. Cannot be worn at the same time as snowshoes.
3 Rabbit Fur + 2 Rope = 1 Rabbit Fur Boots
Rope can either be found in some cannibal villages or crafted by combining strips of cloth.
An enhanced version of the standard lizard skin armor. It lowers your visible range to the cannibals, and it can be crafted using lizard skin and leaves. Leaves are incredibly common and obtained from any tree or bush.
Bone Armor offers twice the protection of lizard skin armor.
Very useful when low on medicine and poorly equipped. It heals for the same amount as medicine found in suitcases, and can be crafted using Aloe and Marigold. These are most commonly found past the treeline, some distance from the beach. Up to five can be stored in the inventory.
Heals your health to full, and can be crafted using Aloe Vera, Marigold and Coneflower. Up to five can be stored in the inventory.
Very useful when low on energy, and works as a natural alternative to soda. It restores the same amount of energy as soda, and can be crafted using Chicory and Coneflower. These are most commonly found among the trees. Up to five can be stored in the inventory.
Restores your energy to full, and can be crafted using Chicory, Coneflower and Aloe Vera. Up to five can be stored in the inventory.
Used for transporting water with you.
Allows you to gather berries to eat later or for crafting.
Allows you to carry 20 sticks opposed to 10.
Allows you to carry 10 rocks opposed to 5.
Allows you to paint things blue.
Will allow you to paint things orange.
Allows you to carry 20 more arrows.
There are 4 types of upgrades that can be applied to many weapons to upgrade the speed or damage and also to add a fire effect to attacks. Each upgrade requires tree sap which can be obtained by chopping a tree with an axe or jabbing it with a spear. You can get teeth from killing a cannibal, feathers from birds, cloth from camps and suitcases and booze can be found along the beach. The booze upgrade needs testing; however, it is theorized that by adding broken glass to a weapon, it will increase raw attack damage, add 'cutting' damage or add a poison effect to attacks. A total of 30 upgrades can be applied to a single weapon (v0.15).
1 Feather + 1 Tree Sap + Weapon = 1 speed upgrade
1 Tooth + 1 Tree Sap + 1 Weapon = 1 damage upgrade, or
1 Booze + 1 Tree Sap + 1 Weapon = 1 damage upgrade
1 Cloth + 1 Weapon = 1 fire upgrade
A full list of all the available crafting materials that are in the game so far can be found here.
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My favorite things are climbing & creating. Because of this, each bag is handcrafted with care to give you the highest quality, functional chalk bag, in rad colors.
|Cannot be stored|
|Increase rock carrying capacity from 5 to 10|
The rock bag is a craftable item that was added in v0.43, which allows the player to carry up to 5 extra rocks in its inventory. This can be extremely helpful when building rock walls. It operates the same as the throwable rock bag, quiver, and stick bag in that it permanently increases storage.
Rock Bag in the inventory
|v1.0||Items that cannot be crafted due to being at max capacity in inventory now show up in recipe list with an icon showing it cannot be carried|
|v0.44||Fixed regression with stick & rock bag changes causing poisoned arrows to not show up as such (but functional anyways) and incendiary upgraded spear to not work correctly|
|v0.43b||Fixed max amount bonus from having stick or rock bag in inventory stacking up each time a saved game is loaded|
|v0.43||Rock Bag added to the game|
The small rock bag is a craftable inventory storage item that was.
KigajoraApril 23, 2019 6:43 AM
It seems to me it is good idea. I agree with you.